Mojiferous Industries

Despite being knee-deep in a bunch of other projects, @hexagoncircle and I got together to build a game for LowRezJam -- whose only rule was that everything had to fit in 64x64 pixels. I think the game came out pretty great, and you can check it out here.

My office shuts down over the holidays and it feels like I haven't been at work in forever, but I used this lapse in responsibilities to finish up my latest round of changes for Carla Duty… Over the last couple of months I completely changed the gameplay, refining the matching mechanics and tweaking the various underlying algorithms. In the last week I put the finishing touches on some of these changes and sent out my latest build to the team. The gameplay is getting more refined and I think it has gotten to a point where I can begin to work the Carla Duty story into the game.

Surprising no one, it has been over two months since my last Carla Duty update. I have actually continued to refine the game, making necessary improvements and bug fixes to the mechanics and adding in stat tracking, save states, and necessary behind-the-scenes functionality to allow me to build the Carla Duty I envision in my head.

Okay, so technically it will be 6/12 by the time this goes out...
I have put in a decent amount of preparatory work into Carla Duty over the last month, and will try to update more regularly (maybe even weekly?) as development accelerates.

Here we are 6 months after my last update, and I still have yet to deliver on any of the promises I made: no Galaga view, no choose-your-own-adventure engine... But that doesn't mean I haven't been busy, and I actually have three games in various stages of development.